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  1. #31
    Originally Posted by LaMOi Go to original post
    Insurgency sounds like the right direction for this game....


    Ammo pick up is not based on caliber, it’s I believe simply categories - assault rifle, Sniper etc...

    All they need to do is at the very least - switch off Auto pick up.

    Then ammo can only be restocked at ammo crates or you pick up an enemy weapon.

    This would be better than what we have at present.
    The calibre and the bore are the same thing in this game. It's just "bullet" aka "Damage" (stat). It's not 7.62 bore (.308 calibre). It's just 7.62.

    Remember: This isn't real life. The devs took inspiration from that and made a whole bunch of (what I feel are) reasonable compromises. Systemizing every single bore and calibre would be a bloody nightmare. Those aspects of rifle design are based on real world problems.
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  2. #32
    AI BLUEFOX's Avatar Senior Member
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    I quite like the description you give for the Insurgency ammo management system, Kean. It would be great, as we so often say about more options, to be able to manage your ammo settings individually, perhaps with a sub-menu like we have for the HuD. That way the game caters for the different gamer preferences. The pace of gunfights becomes important, though, as you might need the time to manage your ammo at each reload instead of the more simplistic round counter.

    I think the tactical coop teams would like that, but the Ubisoft approach is to try and ensure we don't create a game experience they haven't tested. More options can lead to an exponential increase in testing, but I'm all for being responsible for that myself to save on that type of testing effort. Let's face it, Tier 1 and then GM/PD tied together is enough evidence to suggest that letting the players set the game how they want might be better for everyone, Devs included.
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  3. #33
    LaMOi's Avatar Senior Member
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    Originally Posted by Paladinrja Go to original post
    The calibre and the bore are the same thing in this game. It's just "bullet" aka "Damage" (stat). It's not 7.62 bore (.308 calibre). It's just 7.62.

    Remember: This isn't real life. The devs took inspiration from that and made a whole bunch of (what I feel are) reasonable compromises. Systemizing every single bore and calibre would be a bloody nightmare. Those aspects of rifle design are based on real world problems.
    I understand that.

    The problem here is the automatic hoovering up of ammo making it feel like you practically have infinite ammo.

    This primarily is the thing that needs to be addressed.
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  4. #34
    Originally Posted by LaMOi Go to original post
    I understand that.

    The problem here is the automatic hoovering up of ammo making it feel like you practically have infinite ammo.

    This primarily is the thing that needs to be addressed.
    Honestly.. what would you rather do -- manually ruffle through corpses just to forage ammo?

    Power to ya if you want to; but I wouldn't. What a waste of time micro-managing something for no reason.
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  5. #35
    LaMOi's Avatar Senior Member
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    I’ve never run out of ammo.

    You have infinite ammo.


    It’s a problem.... yes
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  6. #36
    LaMOi's Avatar Senior Member
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    Originally Posted by Paladinrja Go to original post
    Honestly.. what would you rather do -- manually ruffle through corpses just to forage ammo?

    Power to ya if you want to; but I wouldn't. What a waste of time micro-managing something for no reason.
    And yeah - a lot of games have you forage for ammo from corpses. This game is meant to be leaning towards realism, so I really don’t mind. It’s not that bothersome.
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  7. #37
    Originally Posted by LaMOi Go to original post
    And yeah - a lot of games have you forage for ammo from corpses. This game is meant to be leaning towards realism, so I really don’t mind. It’s not that bothersome.
    That's not realism man, it's just aynal. Realism is how you play, not how close your virtual world is to the real one. Otherwise where does it end?Virtual showers? Virtually brushing virtual teeth? Virtual boggery?

    "Hey boss, gotta pee" -- "go squat behind that tree" 40mins later -- "I thought you said you gotta pee!?" -- "I'm shy boss"..
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  8. #38
    Kean_1's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    I quite like the description you give for the Insurgency ammo management system, Kean. It would be great, as we so often say about more options, to be able to manage your ammo settings individually, perhaps with a sub-menu like we have for the HuD. That way the game caters for the different gamer preferences. The pace of gunfights becomes important, though, as you might need the time to manage your ammo at each reload instead of the more simplistic round counter.

    I think the tactical coop teams would like that, but the Ubisoft approach is to try and ensure we don't create a game experience they haven't tested. More options can lead to an exponential increase in testing, but I'm all for being responsible for that myself to save on that type of testing effort. Let's face it, Tier 1 and then GM/PD tied together is enough evidence to suggest that letting the players set the game how they want might be better for everyone, Devs included.
    ....and I'm only using that example as a proof of concept to show it's feasibility in gameplay. I'm not necessarily suggesting GRW goes into that level of depth although I don't view it as being over complicated to even the more casual among us. As an option in a difficulty setting or similar, there's no conflict for those who like the current design.

    As far as a suggestion for a simplified solution in GRW, change the "realistic reload" mechanic into an "ammo management" one. Keep the reloads the way they are and turn off the auto-pickup of ammo. .....and keep the ammo box restriction. Migrate the features from GM into the main game, make them options and I'll bet that would satisfy most of the HC fans among us that had asked for these components in the first place.

    Ideally, I wish they would add a fast reload (as it is now in "realistic reload") and one that retains partially used mags to be placed in a queue. ......and if they must keep the vacuum action, make it so it only picks up relevant ammo like LaMoi mentioned. Quite frankly, this restriction in an option would also make enemy dropped weapons more relevant as you may find yourself in a pinch more often than before. As it is, this mechanic (dropped weapons) is rarely ever taken advantage of except for maybe in the very early stages of the game.
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  9. #39
    LaMOi's Avatar Senior Member
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    Originally Posted by Paladinrja Go to original post
    That's not realism man, it's just aynal. Realism is how you play, not how close your virtual world is to the real one. Otherwise where does it end?Virtual showers? Virtually brushing virtual teeth? Virtual boggery?

    "Hey boss, gotta pee" -- "go squat behind that tree" 40mins later -- "I thought you said you gotta pee!?" -- "I'm shy boss"..
    Lol....

    Cmon. Within reason. And we’re not talking extreme here, loads of games have you loot dead bodies for ammo and weapons, and we’re talking non ‘hardcore’games.

    No one wants infinite ammo buddy!

    You want that feeling of being pinned down in a gun fight, down to your last clip.....

    GR:W currently DOES NOT OFFER THAT....
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  10. #40
    LaMOi's Avatar Senior Member
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    Originally Posted by Kean_1 Go to original post
    ....and I'm only using that example as a proof of concept to show it's feasibility in gameplay. I'm not necessarily suggesting GRW goes into that level of depth although I don't view it as being over complicated to even the more casual among us. As an option in a difficulty setting or similar, there's no conflict for those who like the current design.

    As far as a suggestion for a simplified solution in GRW, change the "realistic reload" mechanic into an "ammo management" one. Keep the reloads the way they are and turn off the auto-pickup of ammo. .....and keep the ammo box restriction. Migrate the features from GM into the main game, make them options and I'll bet that would satisfy most of the HC fans among us that had asked for these components in the first place.

    Ideally, I wish they would add a fast reload (as it is now in "realistic reload") and one that retains partially used mags to be placed in a queue. ......and if they must keep the vacuum action, make it so it only picks up relevant ammo like LaMoi mentioned. Quite frankly, this restriction in an option would also make enemy dropped weapons more relevant as you may find yourself in a pinch more often than before. As it is, this mechanic (dropped weapons) is rarely ever taken advantage of except for maybe in the very early stages of the game.
    Totally agree.


    But more so - I wanna hear my gun go CLICK - I’ve run out of ammo! Then let me reload manually. I hate this automatic reload.

    Sniper Elite 4 has ALL these things. Cmon Ubisoft, this stuff should be standard!
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